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124 Commits
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73 MiB
C 85.1%
C# 10.9%
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HTML 0.6%
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uniquake/engine/Windows/VisualStudio
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Nico de Poel e753e1cc34
Recreate the BSP tree structure through a GameObject hierarchy. This gives a bit more insight into the structure of the map data.
5 years ago
..
uniquake.sln Added a build configuration which will only include portable code, i.e. no dependencies on SDL, OpenGL or native Windows libraries 5 years ago
uniquake.vcxproj Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future) 5 years ago
uniquake.vcxproj.filters Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future) 5 years ago
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